Breathing, laughing, sneezing and coughing are all important human behaviors that are generated in the torso. Yet, when these behaviors are animated, the movement of the human torso is often simplified and stylized. Recent work aiming to depict the movement of the torso has focused on pure data-driven approaches such as a skin capture of an actor using a motion capture system. Although this generates impressive results to recreate the captured motion, it does not provide control to an animator. Procedural methods have been used to create the motion of the torso and would provide animator control, but there is a large amount of interplay among the different parts of the human torso that would be difficult to capture using this method. We pre...